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Super Mario RPG by TheUltimateKoopa at 1:29 PM EDT on April 11, 2013
Is it worth me uploading the SPC set if I merely fixed the error with tracks 1-37 and 1-38?

What the 'fix' was that what YOU have as "Heart Beating a Little Faster (part 1)" and "Heart Beating a Little Faster (part 2)", is actually still part of "Long Long Ago...", so I renamed those as "Long Long Ago... (part 1)", and part 2, and part 3 for the other 2, and retagged all 3 as being track 37 on disc 1
The track that is actually called "Heart Beating a Little Faster", is actually what you have as "Grate Guy's Casino", so I renamed and retagged as track 38 on disc 1.
Call of Duty World at War xma. files by TateMilam at 10:02 PM EDT on April 20, 2013
Hello,i was wondering if anyone could convert these files http://x360.joshw.info/c/Call%20of%20Duty%20-%20World%20at%20War%20(2008-11-10)(Treyarch)(Activision).7z beacause JBTND told me to ask this forum to 'to make that rip something usable' or something like that. There is 257 xma. files just to let you know.
Project 64 2.0 by wolupgm6 at 2:56 AM EDT on April 21, 2013
With Project 64 2.0 being out now and open source, is this critical usf-related news in relation to previously unplayable or unrippable sets?
Using mkpsf2.exe by peronmls at 2:22 PM EDT on April 21, 2013
I cant figure out the command lines. I don't want to use the front end version on VGMToolbox because I think its broke.
Columns II by TheUltimateKoopa at 11:59 PM EDT on April 22, 2013
Is there any way of getting the actual game rip of this game? (Not a conversion to MP3, but the original files, if possible)
Phantom Breaker: Battle Grounds BGM? by Shin Star at 12:12 AM EDT on April 24, 2013
I really like the music in this game, but I can't figure out how to rip the files properly. I managed to extract the single XBLA file, but in it, there's a bunch of other files with no extensions and file names with random numbers (03867195, 24383192, etc.) I don't have any knowledge when it comes to Xbox 360 files, but I have uploaded the largest file in the data folder if anybody wants to take a look at it. I had to split it into 2 parts:

http://www.sendspace.com/file/2otgnb
http://www.sendspace.com/file/4ski04
The Hobbit by jeppie200 at 8:33 AM EDT on April 25, 2013
Hi! I managed to extract the audio files from the .000 files using Watto's Game Extractor. But I'm not exactly sure what kind of file they are, their extension or even the codec.

Here I have a file: DX_CH01_PC - 11.0 Mb
Is there literally no way of finding loop points of a USF, that has separate loop points per channel? by TheUltimateKoopa at 4:14 PM EDT on April 28, 2013
Turok 2's Oblivion, Super Smash Bros' Menu, etc.

For example "Track 1" of Oblivion ends at about 3:52, and there's a silence at the beginning until 1:00, so the actual pattern plays between 1:00 and 3:52.

I assumed maybe each track plays until the very end, and just loops straight from 0, so I expected another 1:00 of silence, and Track 1 to play again at 4:52. But no, it doesn't play until about 8:18. So, the loop of Track 1 is actually 7:18.

But I just can't work out how the others are supposed to loop due to the fact that the MIDIs don't show the rests AFTER the last "note". So if you have a 5 second tune, with a 50 second break, then it loops, the MIDI will merely show it as a 5 second tune, without showing you the 50 seconds of rests!

Surely there's SOMETHING that tells you when EACH Track of Oblivion actually loops. Like something that a hex editor would be useful for?

With the Game Boy Camera it's easy, because you only have to work with up to 4 different tracks.
For example, if a tune has 4 different parts for each channel at 6 seconds, 5 seconds, 7 seconds and 9 seconds, and each part loops without any 'gaps', then the lowest common multiple of 6, 5, 7, and 9 would give you an overall length of 630 seconds, or 10 minutes and 30 seconds. Sure it's long but that's how it works.

Where as Oblivion has 14 tracks. So, imagine 14 tracks with lengths of, for example, 2:34, 5:12, 6:42, 1:04, 3:23, 2:54, 3:41, 7:24, 5:32, 9:10, 3:11, 6:23, 2:40, 8:20 respectively. Each of those alone is relatively long, but how long would it take for all of those to start over at the same time? Well the number of seconds is beyond 1.0 x 10^308 seconds, which is more than 1 googolplex, cubed. And it's still at least 10^303 years. I'm not going to bother writing out 1 followed by over 300 zeros, but you get the idea.

However, Oblivion doesn't have those lengths anyway. So it's probably not even close to that length (which is so long that if the time since the big bang was stretched out that far, than 1 second now, would still be stretched out to almost 10^300 years, probably).

But basically lowest common multiples of 14 numbers, even very small, can be large. I mean, what's the LCM of the 14 numbers from 2 to 15? 360360.

But going back to the loop of Oblivion, there are 2 ways of doing this.

Listen to the song for ever and ever, until you finally hear what sounds like the full loop.

OR, somehow, if possible use a hex editor and find the loop points....
The thing is, IS it possible to use hex to find the loop points of a USF? If so, where? and how?
Hi, bxaimc by TheUltimateKoopa at 11:50 PM EDT on April 30, 2013
You are awesome.

edited 6:36 PM EDT May 1, 2013
Wii U is hacked! by starerik at 1:03 PM EDT on May 2, 2013
So the Wii U has been hacked. It won't be too long (hopefully) until we can dump Wii U ISOs and get our hands on the music.

Source: http://techcrunch.com/2013/04/30/wii-u-reportedly-hacked-to-allow-users-to-run-games-from-usb-devices/

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